Cleanup de srv
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@ -3,7 +3,7 @@ cmake_minimum_required(VERSION 3.18.4)
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project(SQCSim-Server VERSION 0.1)
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add_compile_options("-Wno-narrowing")
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_STANDARD_REQUIRED True)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../out")
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@ -11,6 +11,10 @@
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#define ID_LIST_SIZE 127
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#define SRV_MANUAL_SETUP true
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#ifdef _WIN32
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#define strcpy strcpy_s
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#endif
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typedef unsigned char LogDest;
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enum LOG_DEST { CONSOLE, LOGFILE, LOG_LAST };
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@ -67,6 +67,12 @@ int Server::Init() {
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int Server::Ready() {
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int nbrjoueurs = 0,
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nbrconn = 0;
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char *buf = new char[BUFFER_LENGTH],
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*strbuf = new char[BUFFER_LENGTH];
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uint32_t buflen = BUFFER_LENGTH,
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strbuflen = BUFFER_LENGTH;
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bool readystart = false;
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do {
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Log("Entrez la durée de la partie: ", false, false);
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std::cin >> m_game.countdown;
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@ -90,15 +96,11 @@ int Server::Ready() {
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return 1;
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}
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char* buf = new char[150];
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uint32_t buflen = 150;
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bool readystart = false;
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srand(time(NULL));
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buildIdList(ID_LIST_SIZE);
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Log("À l'écoute sur le port: " + std::to_string(SRV_PORT), false, false);
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buildIdList(ID_LIST_SIZE);
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while (!readystart) {
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sockaddr_in sockad;
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addrlen_t addrlen = sizeof(sockad);
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@ -107,9 +109,6 @@ int Server::Ready() {
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if (sock < 0)
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Log("Erreur de connexion", true, false);
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else if (sock > 0) {
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static char* strbuf = new char[BUFFER_LENGTH];
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uint32_t strbuflen = BUFFER_LENGTH;
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std::string str = "Nouvelle connection provenant de: ";
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str.append(inet_ntop(AF_INET, &sockad.sin_addr, strbuf, strbuflen)).append(": ").append(std::to_string(sockad.sin_port));
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@ -137,17 +136,17 @@ int Server::Ready() {
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sendPack<LoginInfo>(sock, log, &buf, &buflen);
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play.id = getUniqueId();
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strcpy_s(play.name, log->name);
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strcpy(play.name, log->name);
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play.tid = log->tid;
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sendPack<GameInfo>(sock, &m_game, &buf, &buflen);
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Connection* conn = new Connection(sock, sockad, *log, play);
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for (auto& player : m_players) {
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sendPack<PlayerInfo>(player.second->getSock(), &play, &buf, &buflen); // Envoyer les infos de joueur distant aux joueurs déjà connectés
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for (auto& [key, player] : m_players) {
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sendPack<PlayerInfo>(player->getSock(), &play, &buf, &buflen); // Envoyer les infos de joueur distant aux joueurs déjà connectés
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buflen = BUFFER_LENGTH;
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sendPack<PlayerInfo>(sock, player.second->getInfo(), &buf, &buflen); // et envoyer les infos des joueurs distants au nouveau joueur.
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sendPack<PlayerInfo>(sock, player->getInfo(), &buf, &buflen); // et envoyer les infos des joueurs distants au nouveau joueur.
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buflen = BUFFER_LENGTH;
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}
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@ -160,6 +159,8 @@ int Server::Ready() {
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}
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}
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}
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delete buf;
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delete strbuf;
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return 0;
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}
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@ -168,12 +169,12 @@ void Server::Run() {
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uint32_t buflen = BUFFER_LENGTH;
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netprot::Input in;
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sockaddr_in sockad;
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int socklen = sizeof(sockad);
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addrlen_t socklen = sizeof(sockad);
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Log("Debut de la partie...", false, false);
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for (auto& conn : m_players) // Gérer le point de spawn des joueurs.
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conn.second->player = new Player(Vector3f(64., 128., 64.));
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for (auto& [key, conn]: m_players) // Gérer le point de spawn des joueurs.
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conn->player = new Player(Vector3f(64., 128., 64.));
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// TODO: Faire un premier sync pour que les joueurs partent à la bonne place.
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@ -208,10 +209,11 @@ inline std::string Server::LogTimestamp() {
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void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) {
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switch (m_log) {
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case LOG_DEST::LOGFILE:
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using enum LOG_DEST; // C++20!
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case LOGFILE:
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m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
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break;
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case LOG_DEST::CONSOLE:
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case CONSOLE:
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default:
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std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
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break;
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@ -222,6 +224,9 @@ void Server::Log(std::string str, bool is_error = false, bool is_fatal = false)
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closesocket(m_sock_udp);
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if (m_sock_tcp)
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closesocket(m_sock_tcp);
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for (auto& [key, player] : m_players)
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closesocket(player->getSock());
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m_players.clear();
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#ifdef _WIN32
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WSACleanup();
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#endif
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